旧版本削水果代码

#include "InGameScene.h"
#include "PauseLayer.h"
#include "ScoreScene.h"
#include "AppDelegate.h"


extern "C"
{
    void showAds()
    {

    }

    void hideAds()
    {

    }
}

using namespace cocos2d;
using namespace CocosDenshion;

bool InGameScene::isPaused = false;
unsigned int InGameScene::level = 1;
unsigned int InGameScene::background = 1;
unsigned int InGameScene::bomb = 2;

const unsigned int InGameScene::randomDrop[8] = {0, 5, 2, 7, 1, 4, 3, 6};

const char *InGameScene::strMode[3] = {"Simple", "Normal", "Expert"};
const unsigned int InGameScene::limitTime[3] = {60, 60, 60};
const unsigned int InGameScene::baseScore[3] = {20, 50, 100};
const unsigned int InGameScene::limitScore[3] = {6000, 10000, 12000};
const unsigned int InGameScene::limitFireball[3] = {100, 70, 30};
const unsigned int InGameScene::limitCrazy[3] = {8, 10, 6};

void InGameScene::reset()
{
    InGameScene::isPaused = false;
}

InGameScene::InGameScene()
    : m_nDiamondScale(1.0f)
    , m_nMagicCount(0)
    , m_pMagicProgress(NULL)
    , m_nTime(0)
    , m_nScore(0)
    , m_nTempScore(0)
    , m_nDiamondRow(0)
    , m_nDiamondLine(0)
    , m_bIsReadyGoEnd(false)
    , m_pPause(NULL)
    , m_pDiamondBatchNode(NULL)
    , m_pRemovedDiamond(NULL)
    , m_pScoreLable(NULL)
    , m_pTimerBar(NULL)
    , m_pMoveLable(NULL)
    , m_pTargetLable(NULL)
    , m_bFireballMode(false)
    , m_bError(false)
    , m_nTimeCount(0)
    , m_nCrazyCount(0)
    , m_bIsCrazyMode(false)
    , m_nDiamondCount(0)
    , m_pEffectDict(NULL)
    , m_startType(-1)
    , m_moveStatus(-1)
    , moves_number_(0)
{

}

InGameScene::~InGameScene()
{
    CC_SAFE_RELEASE_NULL(m_pPause);
    CC_SAFE_RELEASE_NULL(m_pMagicProgress);
    CC_SAFE_RELEASE_NULL(m_pMoveLable);
    CC_SAFE_RELEASE_NULL(m_pTargetLable);
    CC_SAFE_RELEASE_NULL(m_pTimerBar);
    CC_SAFE_RELEASE_NULL(m_pScoreLable);
    CC_SAFE_RELEASE_NULL(m_pDiamondBatchNode);
    CC_SAFE_RELEASE_NULL(m_pRemovedDiamond);
    CC_SAFE_RELEASE_NULL(m_pEffectDict);
}

void InGameScene::onEnter()
{
    Image::setPVRImagesHavePremultipliedAlpha(true);

    this->setTouchEnabled(true);
    Layer::onEnter();
}

void InGameScene::onExit()
{
    Layer::onExit();

}

Scene *InGameScene::scene()
{
    Scene *scene = NULL;

    do
    {

        scene = Scene::create();
        CC_BREAK_IF(! scene);


        InGameScene *layer = InGameScene::create();
        CC_BREAK_IF(! layer);


        scene->addChild(layer);
    }
    while (0);


    return scene;
}


bool InGameScene::init()
{
    bool bRet = false;

    do
    {
        CC_BREAK_IF(! Layer::init());


        auto listener = EventListenerTouchOneByOne::create();
        listener->setSwallowTouches(false);

        listener->onTouchBegan = CC_CALLBACK_2(InGameScene::onTouchBegan, this);
        listener->onTouchEnded = CC_CALLBACK_2(InGameScene::onTouchEnded, this);
        listener->onTouchMoved = CC_CALLBACK_2(InGameScene::onTouchMoved, this);
        _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);

        hideAds();

        InGameScene::isPaused = false;

        m_nDiamondRowMax = 8;
        m_nDiamondLineMax = 9;

        m_nDiamondScale = 1.12f;

        InGameScene::level = UserDefault::getInstance()->getIntegerForKey("level");
        m_nDiamondCount = InGameScene::level + 3;

        if (m_nDiamondCount < 3 || m_nDiamondCount > 5)
        {
            break;
        }

        m_nTime = InGameScene::limitTime[InGameScene::level];
        m_nTime = 1200;
        Size winSize = Director::getInstance()->getWinSize();
        auto sp = Sprite::create("gui/df.png");
        addChild(sp, -3);


        sp->setPosition(Vec2(winSize.width / 2, winSize.height / 2));


        auto sp_top = Sprite::create("gui/top_bar.png");
        addChild(sp_top, 3);


        sp_top->setPosition(Vec2(winSize.width / 2, 1280 - 97));
        m_pRemovedDiamond = __Array::create();
        m_pRemovedDiamond->retain();

        SpriteFrameCache::getInstance()->addSpriteFramesWithFile("effects/effects-800x_port_mdpi.plist");



        m_pScoreLable = Label::createWithCharMap("gui/white_font.png", 25, 29, '0');
        m_pScoreLable->retain();
        m_pScoreLable->setString("0");
        m_pScoreLable->setPosition(Vec2(583, 1280-55));

        this->addChild(m_pScoreLable, 100);


        m_pMoveLable = Label::createWithCharMap("gui/white_font.png", 25, 29, '0');
        m_pMoveLable->retain();
        m_pMoveLable->setPosition(Vec2(583, 1280-140));
        m_pMoveLable->setString("50");
        addChild(m_pMoveLable,100);


        m_pTargetLable = Label::createWithCharMap("gui/white_font.png", 25, 29, '0');
        m_pTargetLable->retain();
        m_pTargetLable->setPosition(Vec2(116, 1280-58));
        m_pTargetLable->setString("1000");
        addChild(m_pTargetLable,100);

        //创建暂停按钮

        auto *pPauseItem = MenuItemImage::create("gui/game_stop.png", "gui/game_stop.png", this, menu_selector(InGameScene::menuPauseCallback));
        pPauseItem->setPosition(Vec2(46, 1280-142));

        Menu *pMenu = Menu::create(pPauseItem, NULL);
        CC_BREAK_IF(! pMenu);
        pMenu->setPosition(Vec2::ZERO);
        this->addChild(pMenu, 200);





        SpriteFrameCache::getInstance()->addSpriteFramesWithFile("gems/gemTexture-800x_port_mdpi.plist");
        m_pDiamondBatchNode = SpriteBatchNode::create("gems/gemTexture-800x_port_mdpi.png");
        m_pDiamondBatchNode->retain();
        this->addChild(m_pDiamondBatchNode);



        this->playReadyGo();
        this->addFirstDiamond();

        this->scheduleUpdate();

        m_pEffectDict = __Dictionary::create();
        m_pEffectDict->retain();

        drawBg();

        bRet = true;
    }
    while (0);

    return bRet;
}


void InGameScene::playReadyGo()
{
    if (UserDefault::getInstance()->getBoolForKey("isEffectEnabled", false))
    {
        SimpleAudioEngine()->playEffect("sounds/readyGo.ogg");
    }

    LabelTTF *readyGo = LabelTTF::create("Ready", "fonts/Verdana Bold.ttf", 60.0f);
    readyGo->setPosition(Vec2(400, 750));
    this->addChild(readyGo);
    readyGo->setScale(0.1f);
    readyGo->runAction(Sequence::create(
                           CCScaleTo::create(1.1f, 1.0f),
                           DelayTime::create(.3f),
                           CallFuncN::create(this, callfuncN_selector(InGameScene::readyCallback)),
                           NULL));
}

void InGameScene::readyCallback(Node *pSender)
{
    LabelTTF *p = (LabelTTF *)pSender;
    p->setFontSize(65.f);
    p->setString("Go!!!");
    p->runAction(Sequence::create(
                     DelayTime::create(.7f),
                     CallFuncN::create(this, callfuncN_selector(InGameScene::goCallback)),
                     NULL));
}

void InGameScene::goCallback(Node *pSender)
{
    this->removeChild(pSender);
}


void InGameScene::addFirstDiamond()
{
    SpriteFrameCache::getInstance()->addSpriteFramesWithFile("gems/gemTexture-800x_port_mdpi.plist");
    this->schedule(schedule_selector(InGameScene::addDiamond), 1.2f / (m_nDiamondRowMax * m_nDiamondLineMax));
}

Vec2 InGameScene::getPositionByRowAndLine(int row, int line)
{

    float x = CELL_WIDTH * row +  OFFSET_X;
    float y = CELL_HEIGHT * line + OFFSET_Y;

    return Vec2(x, y);
}

void InGameScene::addDiamond(float delta)
{

    int diamondType = rand() % 5;

    Diamond *pDiamond = Diamond::createWithSpriteFrameName(Diamond::TypeStr[diamondType]);
    pDiamond->setType(diamondType);
    pDiamond->setPosition(Vec2(CELL_WIDTH * randomDrop[m_nDiamondRow] + 50, 1280 + CELL_HEIGHT));
    pDiamond->setScale(0.9);
    m_pDiamondBatchNode->addChild(pDiamond);

    pDiamond->setMoving(true);
    pDiamond->runAction(Sequence::create(
                            MoveTo::create(.25f, Vec2(CELL_WIDTH * randomDrop[m_nDiamondRow] + OFFSET_X, CELL_HEIGHT * m_nDiamondLine + OFFSET_Y)),
                            CallFuncN::create(this, callfuncN_selector(InGameScene::addEndCallback)),
                            NULL));

    m_pDiamond[m_nDiamondLine][randomDrop[m_nDiamondRow]] = pDiamond;

    if (++m_nDiamondRow == m_nDiamondRowMax)
    {
        m_nDiamondRow = 0;
        ++m_nDiamondLine;
    }

    if (m_nDiamondLine == m_nDiamondLineMax)
    {
        m_bIsReadyGoEnd = true; //首次播放宝石掉落动画结束
        this->unschedule(schedule_selector(InGameScene::addDiamond)); //宝石添加动画结束

        if (! InGameScene::isPaused)
        {
//            m_pTimerBar->runAction(MoveTo::create(float(InGameScene::limitTime[InGameScene::level]), Vec2(-380, 95)));
//            this->schedule(schedule_selector(InGameScene::updateTime), 1.0f); //开始计时
        }
    }
}

void InGameScene::drawBg()
{
    for(auto line = 0; line < m_nDiamondLineMax; line++)
    {

        for(auto row = 0; row < 7; row++)
        {
            auto sp1 = Sprite::create("gui/b1.png");
            auto sp2 = Sprite::create("gui/b2.png");
            if(line%2 == 0)
            {
                if(row%2 == 0)
                {
                    sp1->setPosition(getPositionByRowAndLine(row, line));
                    sp2->setVisible(false);
                }
                else
                {
                    sp2->setPosition(getPositionByRowAndLine(row, line));
                    sp1->setVisible(false);
                }
            }
            else
            {
                if(row%2 == 0)
                {
                    sp2->setPosition(getPositionByRowAndLine(row, line));
                    sp1->setVisible(false);
                }
                else
                {
                    sp1->setPosition(getPositionByRowAndLine(row, line));
                    sp2->setVisible(false);
                }

            }
            addChild(sp1, BG_ODER);
            addChild(sp2, BG_ODER);
        }
    }
}


#define PAN 0.000001
void InGameScene::DrawLine()
{

    auto line = Sprite::create("gui/line.png");
    line->setPosition(last_position);
    line->setAnchorPoint(Vec2(1, 0.5));
    addChild(line, -1);
    m_lineObjs.push_back(line);

    if (fabs(last_position.x - cur_position.x) < PAN) {
        if (last_position.y - cur_position.y > 1.0f)
        {
            // 向下
            line->setRotation(270);
        }
        else
        {
            line->setRotation(90);
        }
    }
    else if(fabs(last_position.y - cur_position.y) < PAN)
    {
        if (last_position.x - cur_position.x < 1.0f) {

            line->setRotation(180);
        }
    }
    else
    {
        if (last_position.x - cur_position.x < 1.0f)
        {
            if (last_position.y - cur_position.y < 1.0f)
            {
                line->setRotation(135);
            }
            else
            {
                line->setRotation(225);
            }
        }
        else
        {

            if (last_position.y - cur_position.y < 1.0f)
            {
                line->setRotation(45);
            }
            else
            {

                line->setRotation(315);
            }
        }
    }
}

bool InGameScene::isNearby(int line, int row, int _type)
{

    if (line > 0 && m_pDiamond[line-1][row]->getType() == _type)
    {
        return true;
    }

    if (line < m_nDiamondLineMax -1 && m_pDiamond[line+1][row]->getType() == _type)
    {
        return true;
    }

    if (row > 0 && m_pDiamond[line][row-1]->getType() == _type)
    {
        return true;
    }

    if (row < m_nDiamondRowMax - 1&& m_pDiamond[line][row+1]->getType() == _type)
    {
        return true;
    }

    if (line >0 && row > 3 && m_pDiamond[line-1][row-4]->getType() == _type)
    {
        return true;
    }
    if (line > 0&& row > 1 && m_pDiamond[line-1][row-2]->getType() == _type)
    {
        return true;
    }
    if (line < m_nDiamondLineMax && row < m_nDiamondRowMax - 2 && m_pDiamond[line+1][row+2]->getType() == _type)
    {
        return true;
    }

    if (line < m_nDiamondLineMax && row < m_nDiamondRowMax - 4 && m_pDiamond[line+1][row+4]->getType() == _type)
    {
        return true;
    }

    return false;
}

void InGameScene::onTouchMoved(Touch *pTouch, Event *pEvent)
{
    if (m_moveStatus==0)
    {
        return;
    }
    if(m_startType != -1)
    {
        return;
    }
    log("c");
    Vec2 location = pTouch->getLocationInView();
    location = Director::getInstance()->convertToGL(location);

    for (int line = 0; line < m_nDiamondLineMax; ++line)
    {
        for (int row = 0; row < m_nDiamondRowMax; ++row)
        {
            if(!m_pDiamond[line][row])
            {
                continue;
            }
            if ((m_pDiamond[line][row])->boundingBox().containsPoint(location))
            {
                // 还在原来的格子里
                if (m_pRemovedDiamond->containsObject(m_pDiamond[line][row]))
                {
                    return;
                }
                ssize_t count = m_pRemovedDiamond->count();
                if(count > 0)
                {
                    // 颜色不是一样的
                    if (m_pDiamond[line][row]->getType() != m_startType)
                    {
                        log("-- line end -- line(%d),row(%d)",line,row);
                        m_moveStatus = 0;
                        return;
                    }

//                    if (!isNearby(line, row, m_startType))
//                    {
//                      
//                        return;
//                    }

                    cur_position = getPositionByRowAndLine(row, line);
                    DrawLine();
                    last_position = cur_position;
                    m_pDiamond[line][row]->setScale(1.05);
                }
                else
                {

                }
                // 将自己加入到队列中去
                m_pDiamond[line][row]->setTag(line * m_nDiamondRowMax + row);
                m_pRemovedDiamond->addObject(m_pDiamond[line][row]);
            }
        }
    }
    log("c-end");
}
bool InGameScene::onTouchBegan(Touch *pTouch, Event *pEvent)
{
    if (! m_bIsReadyGoEnd)
    {
        return true;
    }
    if(m_startType != -1)
    {
        return true;
    }
    log("a");
    m_lineObjs.clear();

    m_pRemovedDiamond->removeAllObjects();
    m_moveStatus = -1;
    Vec2 location = pTouch->getLocationInView();
    location = Director::getInstance()->convertToGL(location);
    log("b");
    for (int line = 0; line < m_nDiamondLineMax; ++line)
    {
        for (int row = 0; row < m_nDiamondRowMax; ++row)
        {
            if (m_pDiamond[line][row] && (! m_pDiamond[line][row]->getMoving()))
            {
                if ((m_pDiamond[line][row])->boundingBox().containsPoint(location))
                {

                    m_startType = m_pDiamond[line][row]->getType();
                    last_position = getPositionByRowAndLine(row, line);
                    log("m_starType %d",m_startType);

                    return true;
                }
            }
        }
    }
    log("a-end");
    return true;
}

void InGameScene::onTouchEnded(Touch *pTouch, Event *pEvent)
{
    m_moveStatus = -1;
    m_startType = -1;
    log("d");
    if(!handleSelectedDiamond())
    {
        log("sdf");

        return;
    }

    for(auto sp : m_lineObjs)
    {
        sp->removeFromParent();
    }

    m_lineObjs.clear();

    removeSelectedDiamond();
    schedule(schedule_selector(InGameScene::addRemovedDiamond), 1/40);
    restoreOriginalDiamond();
    log("d--end");
}

void InGameScene::findSameDiamond(int type)
{
    m_pRemovedDiamond->removeAllObjects();

    for (int line = 0; line < m_nDiamondLineMax; ++line)
    {
        for (int row = 0; row < m_nDiamondRowMax; ++row)
        {
            Diamond *diamond = m_pDiamond[line][row];

            if (diamond && (! diamond->getMoving()))
            {
                if (diamond->getType() == type)
                {
                    if (! m_pRemovedDiamond->containsObject(diamond))
                    {
                        diamond->setTag(line * m_nDiamondRowMax + row); //用tag记录下可能被删除的宝石的位置
                        m_pRemovedDiamond->addObject(diamond);
                    }
                }
            }
        }
    }
}

//如果点击的宝石少于3个,则返回false,等于或多于3个则返回true
bool InGameScene::handleSelectedDiamond()
{
    auto count = m_pRemovedDiamond->count();

    if (count < 2)
    {

        m_nCrazyCount = 0;

        if (m_bIsCrazyMode)
        {
            m_bIsCrazyMode = false;
            this->removeFireModeFlame();
        }

        return false;
    }


    playJumpScore(count);


    return true;
}

//-------------播放连击动画---------------//
void InGameScene::playCombAnimation(unsigned int combCount)
{
    LabelTTF *comb = LabelTTF::create(__String::createWithFormat("Combo %d+", combCount)->getCString(), "fonts/Verdana Bold.ttf", 60.0f);
    comb->setPosition(Vec2(400, 750));
    comb->setColor(ccc3(0, 255, 255));
    this->addChild(comb);
    comb->setScale(0.1f);
    comb->runAction(Sequence::create(
                        CCScaleTo::create(.5f, 1.0f),
                        DelayTime::create(.2f),
                        CallFuncN::create(this, callfuncN_selector(InGameScene::removeCombCallback)),
                        NULL));
}

void InGameScene::removeCombCallback(Node *pSender)
{
    this->removeChild(pSender);
}
//-------------播放连击动画-END--------------//

void InGameScene::update(float delta)
{
    ++m_nTimeCount; // 计数,大概60次是一秒的时间

    if (m_nTimeCount > 75) //未在限定时间内完成连击,连击失败
    {
        if (m_bIsCrazyMode)
        {
            m_bIsCrazyMode = false;
            this->removeFireModeFlame();
        }
    }

//    if (m_nCrazyCount > InGameScene::limitCrazy[InGameScene::level])
//    {
//        m_bIsCrazyMode = true;
//        m_nTimeCount = .0f;
//        m_nCrazyCount = 0;
//        this->playFireModeFlame();
//    }
}

void InGameScene::displayErrorDiamond()
{
    m_bError = true;

    Diamond *removed = NULL;
    Ref *pObj = NULL;
    CCARRAY_FOREACH(m_pRemovedDiamond, pObj)
    {
        removed = (Diamond *)pObj;
        CC_BREAK_IF(! removed);

        removed->setDisplayFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(
                                     Diamond::TypeBwStr[removed->getType()]));
    }
}

void InGameScene::restoreOriginalDiamond()
{
    if (m_bError)
    {
        m_bError = false;

        Diamond *removed = NULL;
        Ref *pObj = NULL;
        CCARRAY_FOREACH(m_pRemovedDiamond, pObj)
        {
            removed = (Diamond *)pObj;
            CC_BREAK_IF(! removed);

            removed->setDisplayFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(
                                         Diamond::TypeStr[removed->getType()]));
        }
    }
}

//启动分数跳动增加的动画
void InGameScene::playJumpScore(int count)
{
    m_nTempScore = InGameScene::baseScore[InGameScene::level] * count + 2 * (count - 3); //2*(count-3)宝石超过3个的奖励分
    m_nScore += m_nTempScore;

    this->schedule(schedule_selector(InGameScene::playJumpScoreUpdate), 0.4f / 60);
}

//分数跳动增加的动画
void InGameScene::playJumpScoreUpdate(float delta)
{
    if (m_nTempScore < 0)
    {
        __String *strScore = __String::createWithFormat("%d", m_nScore);
        m_pScoreLable->setString(strScore->getCString());
        this->unschedule(schedule_selector(InGameScene::playJumpScoreUpdate));
        return;
    }

    __String *strScore = __String::createWithFormat("%d", m_nScore - m_nTempScore);
    m_pScoreLable->setString(strScore->getCString());
    m_nTempScore -= InGameScene::baseScore[InGameScene::level] / 5;
}

//播放删除宝石时的动画
void InGameScene::playDiamondExplosion(const Vec2 pos)
{
    Vector<SpriteFrame * > diamondExplosionNormalFrame;

    for (int i = 1; i < 10; ++i)
    {
        SpriteFrame *frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(__String::createWithFormat("gem_explosion_normal%d.png", i)->getCString());
        diamondExplosionNormalFrame.pushBack(frame);
    }

    Animation *diamondAnimation = Animation::createWithSpriteFrames(diamondExplosionNormalFrame, 0.05f);

    Sprite *explosion = Sprite::createWithSpriteFrameName("gem_explosion_normal1.png");
    explosion->setPosition(pos);
    this->addChild(explosion);
    //播放完消失时的动画
    explosion->runAction(Sequence::create(
                             Animate::create(diamondAnimation),
                             //播放完消失时的动画后,删除它
                             CallFuncN::create(this, callfuncN_selector(InGameScene::removeExplosionCallback)),
                             NULL));
}

//删除宝石消失时的动画
void InGameScene::removeExplosionCallback(Node *pSender)
{
    this->removeChild(pSender, true);
}

//--------------点击宝石后的查询、移除、填充等处理--START-------------//
void InGameScene::findSelectedDiamond(int line, int row)
{
    m_pRemovedDiamond->removeAllObjects();
    // 递归查询相邻颜色相同的宝石
    findSelectedDiamond(line, row, m_pDiamond[line][row]->getType());
}

//递归查出所有颜色一样且紧挨一起的宝石,并记录在m_pRemovedDiamond中
void InGameScene::findSelectedDiamond(int line, int row, int type)
{
    if (line < 0 || line == m_nDiamondLineMax || row < 0 || row == m_nDiamondRowMax)
    {
        return;
    }

    Diamond *diamond = m_pDiamond[line][row];

    if (diamond && (! diamond->getMoving()))
    {
        if (diamond->getType() == type)
        {
            if (! m_pRemovedDiamond->containsObject(diamond))
            {
                diamond->setTag(line * m_nDiamondRowMax + row); //用tag记录下可能被删除的宝石的位置
                m_pRemovedDiamond->addObject(diamond);

                findSelectedDiamond(line, row - 1, type); //递归左侧
                findSelectedDiamond(line, row + 1, type); //递归右侧
                findSelectedDiamond(line + 1, row, type); //递归上侧
                findSelectedDiamond(line - 1, row, type); //递归下侧
            }
        }
    }
}

void InGameScene::removeSelectedDiamond()
{
    Diamond *removed = NULL;
    Ref *pObj = NULL;
    CCARRAY_FOREACH(m_pRemovedDiamond, pObj)
    {
        removed = (Diamond *)pObj;

        if (removed == NULL)
        {
            continue;
        }

        this->playDiamondExplosion(removed->getPosition());

        int tag = removed->getTag();
        int line = tag / m_nDiamondRowMax, row = tag % m_nDiamondRowMax;

        m_pDiamondBatchNode->removeChild(removed, true);
        m_pDiamond[line][row] = NULL;
    }
}

//补齐被删掉的宝石
void InGameScene::addRemovedDiamond(float delta)
{
    int toLine, toRow;

    for (toLine = 0; toLine < m_nDiamondLineMax; ++toLine)
    {
        for (toRow = 0; toRow < m_nDiamondRowMax; ++toRow)
        {
            if (m_pDiamond[toLine][toRow] == NULL) //被删除掉的宝石的位置,即要掉落的目的地
            {
                int fromLine;

                for (fromLine = toLine + 1; fromLine < m_nDiamondLineMax; ++fromLine)
                {
                    //被删除宝石的上方第一个存在,并处于固定状态,即没有在移动中的宝石
                    if (m_pDiamond[fromLine][toRow])
                    {
                        //播放宝石被添加时掉落的效果
                        if (m_pDiamond[fromLine][toRow]->getMoving())
                        {
                            m_pDiamond[fromLine][toRow]->stopAllActions();
                        }

                        m_pDiamond[fromLine][toRow]->setMoving(true);
                        m_pDiamond[fromLine][toRow]->runAction(Sequence::create(
                                MoveTo::create(0.25f, Vec2(100 * toRow + 50, 100 * toLine + 220)),
                                CallFuncN::create(this, callfuncN_selector(InGameScene::addEndCallback)),
                                NULL));

                        m_pDiamond[toLine][toRow] = m_pDiamond[fromLine][toRow];
                        m_pDiamond[fromLine][toRow] = NULL;

                        return;
                    }
                }

                if (fromLine == m_nDiamondLineMax)
                {
                    int diamondType = rand() % 5;

                    Diamond *pDiamond = Diamond::createWithSpriteFrameName(Diamond::TypeStr[diamondType]);
                    pDiamond->setType(diamondType);
                    pDiamond->setScale(0.9 ); //宝石放大,减少宝石间的间隙,才会彼此紧挨着
                    pDiamond->setPosition(Vec2(100 * toRow + 50, 1280 + 100));
                    m_pDiamondBatchNode->addChild(pDiamond, 2);

                    //播放宝石被添加时掉落的效果
                    pDiamond->setMoving(true);
                    pDiamond->runAction(Sequence::create(
                                            MoveTo::create(.25f, Vec2(100 * toRow + 50, 100 * toLine + 220)),
                                            CallFuncN::create(this, callfuncN_selector(InGameScene::addEndCallback)),
                                            NULL));

                    //记录每个宝石的指针
                    m_pDiamond[toLine][toRow] = pDiamond;
                }

                return;
            }
        }
    }

    if ((toLine == m_nDiamondLineMax) && (toRow == m_nDiamondRowMax))
    {
        this->unschedule(schedule_selector(InGameScene::addRemovedDiamond));
        m_moveStatus = -1;
        if (m_bFireballMode)
        {
            m_bFireballMode = false;
        }
    }
}

//宝石添加时滑动效果结束时,即宝石达到目的地时,计数减一,全部到达目的地时计数为零
void InGameScene::addEndCallback(Node *pSender)
{
    ((Diamond *)pSender)->setMoving(false);
}
//--------------点击宝石后的查询、移除、填充等处理--END-------------//

//-----------------游戏计时和处理相关方法--START---------------//
//时间一秒秒慢慢减少的效果,并时间将结束时,播放响应效果
void InGameScene::updateTime(float dt)
{
    //m_pTimeLable->setString(__String::createWithFormat("%02d", --m_nTime)->getCString());

    switch (m_nTime)
    {
    case 9:
        if (UserDefault::getInstance()->getBoolForKey("isEffectEnabled", false))
        {
            SimpleAudioEngine()->playEffect("sounds/Countdown.ogg");
        }

        break;

    case 10:
       // m_pTimerBar->setDisplayFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("timerBar2.png"));
        break;

    case 5:
       // m_pTimerBar->setDisplayFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("timerBar3.png"));
        break;

    case 1: //时间到了,显示Time's Up
    {
        this->unschedule(schedule_selector(InGameScene::updateTime));

        LabelTTF *timeUp = LabelTTF::create("Time's Up", "fonts/Verdana Bold.ttf", 50.f);
        timeUp->setPosition(Vec2(400, 650));
        this->addChild(timeUp);

        timeUp->runAction(Sequence::create(
                              CCScaleTo::create(1.0f, 1.3f),
                              CCCallFunc::create(this, callfunc_selector(InGameScene::timeUpCallback)),
                              NULL));
    }
    break;
    }

    //随机时间产生炸弹
    if (rand() % 60 < 3)
    {
        this->changeDiamondToBomb();
    }
}

//时间到后,跳转到相应场景
void InGameScene::timeUpCallback()
{
    UserDefault::getInstance()->setIntegerForKey("LastScore", m_nScore);

    if (m_nScore >= (int)(InGameScene::limitScore[InGameScene::level]))
    {
        ++InGameScene::background; //胜利后可切到下一个场景

        if (InGameScene::background > 4)
        {
            InGameScene::background = 1;
        }

        UserDefault::getInstance()->setBoolForKey("isPass", true);

        // 判断是否超过了最高分
        __String *highScore = __String::createWithFormat("HighScore%d", InGameScene::level);

        if (m_nScore > UserDefault::getInstance()->getIntegerForKey(highScore->getCString(), -1))
        {
            InGameScene::background = 5;
            UserDefault::getInstance()->setIntegerForKey(highScore->getCString(), m_nScore);

            //Scene *pScene = LevelUpScene::scene();
            //Director::getInstance()->replaceScene(pScene);
            //return;
        }
    }
    else
    {
        UserDefault::getInstance()->setBoolForKey("isPass", false);
    }

    showAds(); //显示广告

    Scene *pScene = ScoreScene::scene();
    Director::getInstance()->replaceScene(pScene);
}
//-----------------游戏计时和处理相关方法--END---------------//

void InGameScene::changeDiamondToBomb()
{
    int row = -1, line = -1;

    do
    {
        row = RANDOM_RANGE(0, m_nDiamondRowMax - 0.01);
        line =  RANDOM_RANGE(0, m_nDiamondLineMax - 0.01);
    }
    while (m_pDiamond[line][row] == NULL || m_pDiamond[line][row]->getBomb());

    m_pDiamond[line][row]->setDisplayFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(
            Diamond::BombTypeStr[m_pDiamond[line][row]->getType()]));
    m_pDiamond[line][row]->setBomb(true);
    m_pDiamond[line][row]->runAction(Sequence::create(
                                         DelayTime::create(1.5f), //1.5秒后把炸弹的贴图换回为宝石钻石
                                         CallFuncN::create(this, callfuncN_selector(InGameScene::restoreBombToDiamondCallback)),
                                         NULL));
}

void InGameScene::restoreBombToDiamondCallback(Node *pSender)
{
    Diamond *p = (Diamond *)pSender;

    if (p)
    {
        p->setDisplayFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(Diamond::TypeStr[p->getType()]));
        p->setBomb(false);
    }
}

//-----------累积火球特效进度--START---------------//
void InGameScene::runStepFireball(unsigned int count, bool reset)
{
//    if (m_pMagicProgress)
//    {
//        if (reset) //重新计数
//        {
//            m_nMagicCount = 0;
//            m_pMagicProgress->runAction(CCProgressTo::create(0.1f, 0));
//            return;
//        }
//
//        unsigned int limit = InGameScene::limitFireball[InGameScene::level];
//
//        if (count > (limit - m_nMagicCount))
//        {
//            m_pMagicProgress->runAction(Sequence::create(
//                                            CCProgressTo::create(0.3f, 100.0f),
//                                            CCCallFunc::create(this, callfunc_selector(InGameScene::addFireballCallback)),//随机放置Magic宝石
//                                            CCProgressTo::create(0.1f, 0),
//                                            NULL));
//            m_nMagicCount = 0;
//        }
//        else
//        {
//            m_nMagicCount += count;
//            float percent = 100 * m_nMagicCount / limit;
//            m_pMagicProgress->runAction(CCProgressTo::create(10 * (count / limit), percent));
//        }
//    }
}

void InGameScene::addFireballCallback()
{
    int row = -1, line = -1;

    do
    {
        row = RANDOM_RANGE(0, m_nDiamondRowMax - 0.01);
        line = RANDOM_RANGE(0, m_nDiamondLineMax - 0.01);
    }
    while (m_pDiamond[line][row] == NULL || m_pDiamond[line][row]->getFireball());

    //一颗钻石在火焰中燃烧的动画
    Vector<SpriteFrame * >fireBallFrame;

    for (int i = 1; i < 9; ++i)
    {
        __String *str = __String::createWithFormat("diamond_fireball%d.png", i);
        SpriteFrame *p = SpriteFrameCache::getInstance()->getSpriteFrameByName(str->getCString());
        fireBallFrame.pushBack(p);
    }

    Animation *fireBallAnimation = Animation::createWithSpriteFrames(fireBallFrame, 0.05f);
    Animate *fireBallAnimate = Animate::create(fireBallAnimation);

    m_pDiamond[line][row]->setFireball(true);
    m_pDiamond[line][row]->runAction(Sequence::create(
                                         CCRepeat::create(fireBallAnimate, 4), //宝石燃烧播放次数,大概一秒多的时间后恢复
                                         CallFuncN::create(this, callfuncN_selector(InGameScene::removeFireballCallback)),
                                         NULL));
}

void InGameScene::removeFireballCallback(Node *pSender)
{
    Diamond *p = (Diamond *)pSender;

    if (p)
    {
        p->setFireball(false);
        p->setDisplayFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(Diamond::TypeStr[p->getType()]));
    }
}
//-----------累积火球特效进度--END---------------//

//-----------播放火球掉落特效,并删除对应一列宝石-START------------//
void InGameScene::playFireballAnimation(int line, int row)
{
    m_nFireballline = m_nDiamondRowMax;
    m_nFireballRow = row;

    if (UserDefault::getInstance()->getBoolForKey("isEffectEnabled", false))
    {
        SimpleAudioEngine()->playEffect("sounds/Special_Event_fireball.ogg");
    }

    this->schedule(schedule_selector(InGameScene::removeLineDiamond), 0.06f);
    this->playFireballAnimation(m_pDiamond[line][row]);
}

//火球特效中,删除火球对应的一列宝石
void InGameScene::removeLineDiamond(float delta)
{
    if (m_pDiamond[m_nFireballline][m_nFireballRow])
    {
        m_pDiamondBatchNode->removeChild(m_pDiamond[m_nFireballline][m_nFireballRow], true);
        m_pDiamond[m_nFireballline][m_nFireballRow] = NULL;
    }

    if (--m_nFireballline == -1)
    {
        this->unschedule(schedule_selector(InGameScene::removeLineDiamond));
    }
}

//火球特效中,播放火球特效
void InGameScene::playFireballAnimation(Diamond *diamond)
{
    SpriteFrameCache::getInstance()->addSpriteFramesWithFile("effects/fireball0-800x_port_mdpi.plist");
    SpriteFrameCache::getInstance()->addSpriteFramesWithFile("effects/fireball1-800x_port_mdpi.plist");

    Vector<SpriteFrame *> fireballFrame;

    for (int i = 1; i < 17; ++i)
    {
        __String *fileName = __String::createWithFormat("fireball_down%d.png", i);
        SpriteFrame *p = SpriteFrameCache::getInstance()->getSpriteFrameByName(fileName->getCString());
        fireballFrame.pushBack(p);
    }

    auto animation = Animation::createWithSpriteFrames(fireballFrame, 0.06f);

    auto *fireball = Sprite::createWithSpriteFrameName("fireball_down1.png");
    fireball->setPosition(Vec2(diamond->getPositionX() + 35, 580));
    this->addChild(fireball);

    fireball->runAction(Sequence::create(
                            Animate::create(animation),
                            CallFuncN::create(this, callfuncN_selector(InGameScene::addRemovedDiamondCallback)),
                            NULL));
}

//火球特效中,特效结束后清理工作
void InGameScene::addRemovedDiamondCallback(Node *pSender)
{
    this->removeChild(pSender);
    this->schedule(schedule_selector(InGameScene::addRemovedDiamond), 1 / 40);
}
//-----------播放火球掉落特效,并删除对应一列宝石-END------------//

//------------暂停按钮功能------------------//
void InGameScene::menuPauseCallback(Ref *pSender)
{
    InGameScene::isPaused = true;

    showAds(); //暂停游戏时显示广告

    //暂停时间更新
    //m_pTimerBar->stopAllActions();
    //m_pTimeLable->stopAllActions();

    this->unscheduleUpdate();
    //暂停时间更新
    this->unschedule(schedule_selector(InGameScene::updateTime));

    //弹出暂停框
    m_pPause = PauseLayer::create();
    m_pPause->retain();
    this->addChild(m_pPause);

    //启动暂停时间的更新函数,等待回复
    this->schedule(schedule_selector(InGameScene::updatePaused), 1 / 60);
}

//在暂停页面时,此函数等待恢复标志,并恢复相应效果
void InGameScene::updatePaused(float delta)
{
    if (! InGameScene::isPaused)
    {
        hideAds(); //结束暂停时,隐藏广告

        this->unschedule(schedule_selector(InGameScene::updatePaused));
        this->removeChild(m_pPause);
        CC_SAFE_RELEASE_NULL(m_pPause);

        InGameScene::level = UserDefault::getInstance()->getIntegerForKey("level");
        m_nDiamondCount = InGameScene::level + 3;

        //m_pTimerBar->runAction(MoveTo::create(float(m_nTime), Vec2(-380, 95)));

        this->scheduleUpdate();
        this->schedule(schedule_selector(InGameScene::updateTime), 1.0f);
    }
}
//------------暂停按钮功能-END-----------------//

//-------------播放四周燃烧的火焰特效---------------//
void InGameScene::playFireModeFlame()
{
    SpriteFrameCache::getInstance()->addSpriteFramesWithFile("effects/firemode-800x_port_mdpi.plist");
    //down
    Vector<SpriteFrame *> animationFrame1;
    char str[64] = {0};

    for (int i = 1; i < 7; ++i)
    {
        sprintf(str, "firemodeFlameDown%d.png", i);
        SpriteFrame *p = SpriteFrameCache::getInstance()->getSpriteFrameByName(str);
        animationFrame1.pushBack(p);
    }

    Animation *animation1 = Animation::createWithSpriteFrames(animationFrame1, 0.12f);
    Sprite *p1 = Sprite::createWithSpriteFrameName("emptyPixelFireMode.png");
    p1->setAnchorPoint(Vec2(0.5f, .0f));
    p1->setPosition(Vec2(400, 0));
    p1->setTag(2001);
    this->addChild(p1);
    p1->runAction(RepeatForever::create(Animate::create(animation1)));

    //right
    Vector<SpriteFrame *> animationFrame2;

    for (int i = 1; i < 7; ++i)
    {
        sprintf(str, "firemodeFlameSide%d.png", i);
        auto *p = SpriteFrameCache::getInstance()->getSpriteFrameByName(str);
        animationFrame2.pushBack(p);
    }

    Animation *animation2 = Animation::createWithSpriteFrames(animationFrame2, 0.12f);

    Sprite *p2 = Sprite::createWithSpriteFrameName("emptyPixelFireMode.png");
    p2->setAnchorPoint(Vec2(1.0f, 0.5f));
    p2->setPosition(Vec2(800, 640));
    p2->setTag(2002);
    this->addChild(p2);
    p2->runAction(RepeatForever::create(Animate::create(animation2)));
    //left
    Vector<SpriteFrame *> animationFrame21;

    for (int i = 1; i < 7; ++i)
    {
        sprintf(str, "firemodeFlameSide%d.png", i);
        auto p = SpriteFrameCache::getInstance()->getSpriteFrameByName(str);
        animationFrame21.pushBack(p);
    }

    Animation *animation21 = Animation::createWithSpriteFrames(animationFrame21, 0.12f);
    Sprite *p21 = Sprite::createWithSpriteFrameName("emptyPixelFireMode.png");
    p21->setFlipX(true);
    p21->setAnchorPoint(Vec2(.0f, 0.5f));
    p21->setPosition(Vec2(0, 640));
    p21->setTag(2003);
    this->addChild(p21);
    p21->runAction(RepeatForever::create(Animate::create(animation21)));
    //top
    Vector<SpriteFrame *> animationFrame3;

    for (int i = 1; i < 9; ++i)
    {
        sprintf(str, "firemodeFlameTop%d.png", i);
        SpriteFrame *p = SpriteFrameCache::getInstance()->getSpriteFrameByName(str);
        animationFrame3.pushBack(p);
    }

    Animation *animation3 = Animation::createWithSpriteFrames(animationFrame3, 0.12f);
    Sprite *p3 = Sprite::createWithSpriteFrameName("emptyPixelFireMode.png");
    p3->setAnchorPoint(Vec2(0.5f, 1.0f));
    p3->setPosition(Vec2(400, 1280));
    p3->setTag(2004);
    this->addChild(p3);
    p3->runAction(RepeatForever::create(Animate::create(animation3)));

    //播放火燃烧音效
    unsigned int id = SimpleAudioEngine()->playEffect("sounds/Speed_Mode_atmosphere.ogg", true);
    m_pEffectDict->setObject(__String::createWithFormat("%d", id), "sounds/Speed_Mode_atmosphere");
}

void InGameScene::removeFireModeFlame()
{
    //停止火燃烧音效
    unsigned int id = m_pEffectDict->valueForKey("sounds/Speed_Mode_atmosphere")->uintValue();
    SimpleAudioEngine()->stopEffect(id);

    this->removeChildByTag(2001);
    this->removeChildByTag(2002);
    this->removeChildByTag(2003);
    this->removeChildByTag(2004);
}
//-------------播放四周燃烧的火焰特效-END--------------//

//-------------在双倍火焰模式时,点击宝石显示的"+2"贴图-------------//
void InGameScene::displayDoubleScore()
{
    SpriteFrameCache::getInstance()->addSpriteFramesWithFile("gems/gemTexture-800x_port_mdpi.plist");

    Sprite *doubleScore = Sprite::createWithSpriteFrameName("time_bonus.png");
    doubleScore->setPosition(Vec2(400, 750));
    this->addChild(doubleScore);
    doubleScore->setScale(0.3f);
    doubleScore->runAction(Sequence::create(
                               CCScaleTo::create(.5f, 1.5f),
                               DelayTime::create(.6f),
                               CallFuncN::create(this, callfuncN_selector(InGameScene::removeDoubleScoreCallback)),
                               NULL));
}

void InGameScene::removeDoubleScoreCallback(Node *pSender)
{
    this->removeChild(pSender);
}
//-------------在双倍火焰模式时,点击宝石显示的"+2"贴图-END------------//

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值